Clean Anime Shading EASY! Edit Normals in *1 MINUTE* in Blender

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hey what's going on did you know that you can go from an Abomination like this into relatively clean shading in just under a minute or even something like that so let me demonstrate it first then I'll fully explain it to you this is an extremely simplified version of editing normals and unlike the other method I showed you using textures to create the Shadows this is easier to export to game engines because you're actually editing the normals and of course it has real time shading from any angle the crazy part is you don't even have to download any plugins that's right we're gonna do this without even using abnormal and also if you want to follow along I will put this file for free in the description so if this is what you're interested in stick around because I'm now going to tell you how to set this up in blender okay so here we have our face mesh and this will be in the file that's provided if you want to follow along and if we go under modifiers we'll see that we have a mirror modifier applied and that's the only modifier if you have subsurface modifier you have to either remove it or apply it it's very important that we don't have a subsurface modifier I also have a light Point set up here and I'm going to make sure that under object data properties that shadow is off Shadow has to be off and then render properties soft Shadows also has to be unchecked and you can make these values a max if you want the next thing you want to do is when you tab over into edit mode and show overlays display split normals has to be on this is how you can see these purple lines which indicate the direction that the normals are facing so as you can see I have four planes here and I'll I'll show you exactly how to make these you just shift a while you're still in edit mode to add a plane and it's important that you're still in edit mode so that it adds it to the same object I'll press R 90x to rotate it 90 degrees on the x-axis shrink it down I don't really care that's mirrored we're going to delete it later anyway and that's your first plane as you can see the purple lines are facing directly towards you that's what you want go ahead and duplicate this and go R to rotate 270 along Z so press Z enter there you go that's your second plane let's duplicate both of them actually and we're both going to rotate them a bit so this one is rotated to the right a little like that and so is this one and that's how you prepare these four planes and once you have these you're pretty much ready to go one thing I suggest you do to save you a lot of time too is press alt n and then right click copy vectors and add it to your quick favorites it's already here so it says remove but yours will say add if you don't have it yet and do the same for paste vectors so right click that and add it to your quick favorites as well this way when you press Q you can just quickly access it like that now let's select one vertex from the front facing plain just one press Q press copy vectors and now with uh toggle X-ray on which is shortcut alt Z select everything on the face press Q again press paste vectors now on to the left facing one press one vertex press Q copy vectors alt left click on the edge of the face and if you have the rest of the head you can select the whole side of the head as well but you're just going to press Q paste vectors and I'll go like that they'll be facing to the left just like your plane over here now let's do the nose so the nose one is this one the one that was facing to the left but got rotated slightly to the right again one vertex Q copy now let's go over to the parts of the nose that are supported by the surrounding geometry select these ones and this is where the nose Shadow will be approximately so Q paste vectors this is our last one you know the drill by now select one copy vectors now let's select this very crappy eyelid Shadow these four vertices Q paste vectors also right here on these six points Pace vectors and lastly the reason some of these middle um vertices are messing up is because for some reason we cannot control their normals until we apply the mirror modifier so let's apply that right now after everything is done in object mode and then let's tab back to edit mode select a front-facing vertices yet again copy the vectors and ALT left click all along down this line until we get all the middle vertices shift alt left click shift alt left click queue paste vectors and that should be finished all right so what did you just do you've edited the normals which means you're giving instructions on what happens when the light hits from a certain direction so as you can see for ninety percent of the face you have these forward-facing purple lines which means when the light comes from straight on that part of the face is going to be lit and you've basically made your entire mesh four different normal directions whereas before you edited these normals everything was facing in every which way which is why you get those weird shapes before you edit the normals because it's too complex in anime and cartoons everything is simplified that's why when we go with these simplified normals it gives the look that we want now I will go into more detail in the future maybe in a future video on how to create face meshes that are compatible with editing normals because to get the exact Shadow details you want the topology has to be able to support it like for example here we have some rings around our nose and this is where the nose Shadow detail is and we've also got something going on here for the cheek shadow and it actually wasn't so bad for the nose but this this is not really good um the shadow isn't exactly the shape that we want but it's you know it's just for an example it's not too difficult to set these up you just have to use a knife tool so for example if you cut it like this along the corners then press enter that's pretty much how you do it so that's how you can convert any mesh that you want into something that can kind of support normals but it's always best to create your mesh from scratch while planning ahead for normals and again we'll explore that in a future video the pros they get even more specific with their topology their normal editing and even the lighting because achieving these perfect Shadows takes into account all the factors because they all work together as one as always you can include or exclude any Shadow details that you want I think in a lot of cases even when you just have the one nose Shadow is already fine [Music] but again that's up to you and lastly you might be wondering why the mouth is model like this and why there's so many triangles in this model but it's all actually intentional I won't get into too much detail but there's many advantages to having your mouth set up like this including one of them is that you get more freedom to move the mouth into larger and more Dynamic poses but again this is pretty much as far as we'll go for this one consider liking and subbing if the video helped and I'll see you in the next one peace
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Channel: 2AM
Views: 89,453
Rating: undefined out of 5
Keywords: blender, 3d, modelling, make 3d anime girl, make girl, make girl blender, make 3d girl, vtuber, make vtuber model, ghibli, how to make, how to make girl in blender, make anime girl, tips, blender tips, blender anime, goo engine, goo blender, anime, shading, shader, edit normals, easy, fast, editing normals, edit normals fast, edit normals easy, abnormal, guilty gear, shadows, anime shadows blender, anime shader blender
Id: oKfFi1MpO9c
Channel Id: undefined
Length: 8min 48sec (528 seconds)
Published: Thu Dec 22 2022
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